Trying new meshlet gen approach
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@@ -31,5 +31,5 @@ float4 fragmentMain(in FragmentParameter params) : SV_Target
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uint lightIndex = pLightCullingData.lightIndexList[startOffset + i];
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result += pLightEnv.pointLights[lightIndex].illuminate(lightingParams, brdf);
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}
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return float4(result, 1.0f);
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return float4(params.vertexColor, 1.0f);
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}
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